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https://github.com/prime31/FNA-VSCode-Template.git
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dotnet core jank
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parent
c3e9e7cf80
commit
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24
.vscode/launch.json
vendored
24
.vscode/launch.json
vendored
@ -4,7 +4,23 @@
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Launch (dotnet)",
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"type": "coreclr",
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"request": "launch",
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"preLaunchTask": "Build (Debug)",
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"program": "${workspaceFolder}/project_name/bin/Debug/project_name.dll",
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"args": [],
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"cwd": "${workspaceFolder}/project_name",
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"console": "internalConsole",
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"stopAtEntry": false,
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"internalConsoleOptions": "openOnSessionStart",
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"osx":{
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"env": {
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"DYLD_LIBRARY_PATH": "${workspaceFolder}/project_name/bin/Debug/osx/"
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}
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}
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},
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{
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"name": "Launch (Mac)",
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"type": "mono",
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@ -18,7 +34,7 @@
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}
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}
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},
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{
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"name": "Launch Without Building (Mac)",
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"type": "mono",
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@ -40,7 +56,7 @@
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"cwd": "${workspaceFolder}/project_name",
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"preLaunchTask": "Build (Debug)"
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},
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{
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"name": "Launch Without Building (Windows)",
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"type": "clr",
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@ -57,4 +73,4 @@
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"port": 55555
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}
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]
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}
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}
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27
.vscode/tasks.json
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27
.vscode/tasks.json
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@ -1,6 +1,19 @@
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{
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"version": "2.0.0",
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"tasks": [
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{
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"label": "dotnet Build and Run (Debug)",
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"type": "shell",
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"group": "build",
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"osx":{
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"command": "dotnet ${workspaceFolder}/project_name/bin/Debug/project_name.dll",
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"env": {
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"DYLD_LIBRARY_PATH": "${workspaceFolder}/project_name/bin/Debug/osx/"
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},
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},
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"dependsOn": "Build (Debug)",
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"problemMatcher": "$msCompile"
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},
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{
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"label": "Restore Project",
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"type": "shell",
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@ -8,7 +21,7 @@
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"group": "build",
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"problemMatcher": "$msCompile"
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},
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{
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// this does a bunch of stuff:
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// - update submodules to lastest (fetch latest Nez version)
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@ -117,7 +130,7 @@
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},
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"problemMatcher": "$msCompile"
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},
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{
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"label": "Build Content",
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"type": "shell",
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@ -136,8 +149,8 @@
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"osx": {
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"command": "mono /Applications/Pipeline.app/Contents/MonoBundle/MGCB.exe /@:Content.mgcb -r",
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},
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"windows": {
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"command":"C:/Program Files (x86)/MSBuild/MonoGame/v3.0/Tools/MGCB.exe",
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"windows": {
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"command":"C:/Program Files (x86)/MSBuild/MonoGame/v3.0/Tools/MGCB.exe",
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"args": [
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"/@:Content.mgcb",
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"-r"
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@ -161,7 +174,7 @@
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},
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"problemMatcher": "$msCompile"
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},
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{
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"label": "Process T4 Templates",
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"type": "shell",
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@ -170,9 +183,9 @@
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},
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"windows": {
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"command": "powershell",
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"args": [
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"args": [
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"-File",
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"${workspaceFolder}/.vscode/processT4Templates.ps1"
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"${workspaceFolder}/.vscode/processT4Templates.ps1"
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]
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},
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"group": "build",
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@ -1,32 +1,35 @@
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using System;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using Nez;
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using Nez.ImGuiTools;
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namespace project_name
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{
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class Game1 : Core
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{
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public Game1() : base()
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{
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class Game1 : Core
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{
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public Game1() : base()
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{
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// uncomment this line for scaled pixel art games
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// System.Environment.SetEnvironmentVariable("FNA_OPENGL_BACKBUFFER_SCALE_NEAREST", "1");
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}
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}
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override protected void Initialize()
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{
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base.Initialize();
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override protected void Initialize()
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{
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base.Initialize();
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Scene = new DefaultScene();
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Scene = new DefaultScene();
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#if DEBUG
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System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
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// System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
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// optionally render Nez in an ImGui window
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// optionally render Nez in an ImGui window
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var imGuiManager = new ImGuiManager();
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Core.RegisterGlobalManager(imGuiManager);
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// optionally load up ImGui DLL if not using the above setup so that its command gets loaded in the DebugConsole
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//System.Reflection.Assembly.Load("Nez.ImGui")
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#endif
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}
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}
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}
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}
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}
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@ -1,51 +1,82 @@
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using System;
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using Microsoft.Xna.Framework;
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namespace project_name
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{
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class Program
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{
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDefaultDllDirectories(int directoryFlags);
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class Program
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{
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDefaultDllDirectories(int directoryFlags);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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static extern void AddDllDirectory(string lpPathName);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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static extern void AddDllDirectory(string lpPathName);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
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const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
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public static void Main(string[] args)
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{
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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public static void Main(string[] args)
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{
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NativeLibrary.SetDllImportResolver(typeof(Microsoft.Xna.Framework.Color).Assembly, ImportResolver);
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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{
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try
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{
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SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
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AddDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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catch
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{
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// Pre-Windows 7, KB2533623
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SetDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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}
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using (Game1 game = new Game1())
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{
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game.Run();
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}
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}
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private static IntPtr ImportResolver(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
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{
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IntPtr libHandle = IntPtr.Zero;
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if (libraryName == "FNA3D")
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{
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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NativeLibrary.TryLoad("bin/Debug/x64/FNA3D.dll", assembly, DllImportSearchPath.System32, out libHandle);
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
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NativeLibrary.TryLoad("bin/Debug/osx/libFNA3D.0.dylib", assembly, DllImportSearchPath.System32, out libHandle);
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
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NativeLibrary.TryLoad("bin/Debug/lib64/libFNA3D.so.0", assembly, DllImportSearchPath.System32, out libHandle);
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}
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else if (libraryName == "SDL2")
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{
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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NativeLibrary.TryLoad("bin/Debug/x64/SDL2.dll", assembly, DllImportSearchPath.System32, out libHandle);
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
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NativeLibrary.TryLoad("bin/Debug/osx/libSDL2-2.0.0.dylib", assembly, DllImportSearchPath.System32, out libHandle);
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
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NativeLibrary.TryLoad("bin/Debug/lib64/libSDL2-2.0.0.so.0", assembly, DllImportSearchPath.System32, out libHandle);
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}
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else
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{
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try
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{
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SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
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AddDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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catch
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{
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// Pre-Windows 7, KB2533623
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SetDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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Console.WriteLine($"----- no case for library load: {libraryName} ---------");
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}
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using (Game1 game = new Game1())
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{
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game.Run();
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}
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}
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}
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}
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Console.WriteLine($"----- no case for library load: {libHandle} ---------");
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return libHandle;
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}
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}
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}
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@ -2,7 +2,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net471</TargetFramework>
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<TargetFramework>netcoreapp3.1</TargetFramework>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<AssemblyName>project_name</AssemblyName>
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@ -10,16 +10,16 @@
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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</PropertyGroup>
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<!-- Reference FNA, Nez, ImGui and Persistence projects. Optionally add a Farseer reference here and in the .sln file -->
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<ItemGroup>
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<ProjectReference Include="../FNA/FNA.csproj"/>
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<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.csproj"/>
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<ProjectReference Include="../FNA/FNA.Core.csproj"/>
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<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.Standard.csproj"/>
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<ProjectReference Include="../Nez/Nez.Persistence/Nez.FNA.Persistence.csproj" />
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<ProjectReference Include="../Nez/Nez.ImGui/Nez.FNA.ImGui.csproj"/>
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<!-- <ProjectReference Include="../Nez/Nez.FarseerPhysics/Nez.FNA.FarseerPhysics.csproj" /> -->
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</ItemGroup>
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<!-- Includes Nez default effects and textures -->
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<ItemGroup>
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<Content Include="../Nez/DefaultContent/FNAEffects/**/*.fxb">
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@ -31,14 +31,14 @@
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<!-- Include the Content directory (except for .fx files, since we use .fxb at runtime) -->
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<ItemGroup>
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<Content Include="Content/**/*.*" Exclude="**/*.fx; Content/Content-Goes-Here.txt">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<!-- Include the CompiledContent bin (MGCB output). Copy it to the Content folder in the build. -->
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<ItemGroup>
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<Content Include="CompiledContent/bin/DesktopGL/**/*.xnb">
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@ -50,20 +50,21 @@
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<None Remove="CompiledContent\bin\**"/>
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<None Remove="CompiledContent\.*"/>
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</ItemGroup>
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<!-- MonoGames content pipeline needs this defined -->
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<!-- optional: MonoGame's content pipeline needs this defined
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<ItemGroup>
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<MonoGameContentReference Include="CompiledContent\Content.mgcb"/>
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</ItemGroup>
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<Import Project="../MonoGameContent.targets"/>
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-->
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<PropertyGroup>
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<IsOSX Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))' == 'true'">true</IsOSX>
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<IsLinux Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))' == 'true'">true</IsLinux>
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</PropertyGroup>
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<!-- Copy fnalib directories to output -->
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<ItemGroup>
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<Content Include="..\fnalibs\x86\**\*.*" Visible="false" Condition="'$(OS)' == 'Windows_NT' AND '$(Platform)' != 'x64'">
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